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  • CloudFront for dynamic content CDN

    - by Elad Lachmi
    I would like to use CF as a CDN for my entire site, including static and dynamic content. I have been using CF for static content for a while and I am very happy with the results. I am now doing POC of putting the web server completely behind CF. For the dynamic content I created a new distribution and set the origin to be my web server. Right now I'm looking to test the solution, so I have the web server on the original domain and the CF distribution on the amazon domain. This works with the exception of HTTPS urls and POST requests. For HTTPS requests, I see the requests are forwarded to the original site domain for now, but how will CF handle them when I move the distribution to the www cname? What configuration changes should I make so that CF forwards HTTPS requests to the origin? For POST requests, I want the post to be made to the origin server. Can I set this up in CF? Finally, the site has membership. Can I configure CF to pull all content from the origin if the user is logged in? Sorry for the long question. I'm a little lost and documentation for dynamic CF is still kind of scarce. Thank you!

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  • Uploading to another domain gives HTTP code 405

    - by dragon112
    I'm trying to upload a file (which can be quite large) from the website of one server to the backend of another server using plupload. Lets say: domain 1 = http://www.websitedomain.com/uploadform domain 2 = http://www.backenddomain.com/uploadhandler Trying to upload i send the following: OPTIONS /main/uploadnetwork.php HTTP/1.1 Host: backenddomain.com Connection: keep-alive Access-Control-Request-Method: POST Origin: http://www.websitedomain.com User-Agent: Mozilla/5.0 (Windows NT 6.1; WOW64) AppleWebKit/537.4 (KHTML, like Gecko) Chrome/22.0.1229.79 Safari/537.4 Access-Control-Request-Headers: origin, content-type Accept: */* Referer: http://www.websitedomain.com/uploadform Accept-Encoding: gzip,deflate,sdch Accept-Language: nl-NL,nl;q=0.8,en-US;q=0.6,en;q=0.4 Accept-Charset: ISO-8859-1,utf-8;q=0.7,*;q=0.3 DNT: 1 But when I try to start the upload the server returns the following: HTTP/1.1 405 Method Not Allowed Allow: GET, HEAD, OPTIONS, TRACE Content-Type: text/html Server: Microsoft-IIS/7.5 X-Powered-By: ASP.NET X-Powered-By-Plesk: PleskWin Date: Mon, 01 Oct 2012 12:41:57 GMT Content-Length: 999 After doing some research I found out that a browser does this to check if the server will accept the intended message. It looks like my server doesn't feel like accepting a simple POST call even tho i use post all the time. The Google Chrome console gives the following error: XMLHttpRequest cannot load http://www.backenddomain.com/uploadhandler. Origin http://www.websitedomain.com is not allowed by Access-Control-Allow-Origin. Does anyone know how to stop the browser from checking or how i can tell my server to just accept the POST?

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  • Nginx conditional not evaluating correctly

    - by cjc
    I'm running into a weird problem with nginx and how it evaluates conditionals. Here's the relevant configuration: set $cors FALSE; if ($http_origin ~* (http://example.com|http://dev.example.com:8000|http://dev2.example.com)) { set $cors TRUE; } if ($request_method = 'OPTIONS') { set $cors $cors$request_method; } if ($cors = 'TRUE') { add_header 'Access-Test' "$cors"; add_header 'Access-Control-Allow-Origin' "$http_origin"; add_header 'Access-Control-Allow-Methods' 'POST, OPTIONS'; add_header 'Access-Control-Max-Age' '1728000'; } if ($cors = 'TRUEOPTIONS') { add_header 'Access-Test' "$cors"; add_header 'Access-Control-Allow-Origin' "$http_origin"; add_header 'Access-Control-Allow-Methods' 'POST, OPTIONS'; add_header 'Access-Control-Allow-Headers' 'X-Requested-With, X-Prototype-Version'; add_header 'Access-Control-Max-Age' '1728000'; add_header 'Content-Type' 'text/plain'; } So, the conditional blocks never trigger. When I remove the conditions, I see that the "Access-Test" header and the "Access-Control-Allow-Origin" set correctly, but, as noted, enabling the conditionals causes the headers not to be sent. I'm testing by running: curl -Iv -i --request "OPTIONS" -H "Origin: http://example.com" http://staging.example.com/ Am I missing something obvious? I've tried the "if" with and without quotes, etc. This is nginx 1.2.9.

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  • XNA - Use Mouse To Rotate & Arrow Keys To Scroll A Linearly Wrapped Texture:

    - by The Thing
    Using XNA I'm working on my first, relatively simple, videogame for the PC. At the moment my game window is 1024 X 768 and I have a 'Starfield' linearly wrapped background texture 1280 X 1280 in size whose origin has been set to its center point (width / 2, height / 2). This texture is drawn onscreen using (graphics.PreferredBackBufferWidth / 2, graphics.PreferredBackBufferHeight / 2) to place the origin in the center of the window. I want to be able to use the horizontal movement of the mouse to rotate my texture left or right and use the arrow keys to scroll the texture in four directions. From my own related coding experiments I have found that once I rotate the texture it no longer scrolls in the direction I want, it's as if somehow the XNA framework's 'sense of direction' has been 'rotated' along with the texture. As an example of what I've described above lets say I rotate the texture 45 degrees to the right, then pressing the up arrow key results in the texture scrolling diagonally from top-right to bottom-left. This is not what I want, regardless of the degree or direction of rotation I want my texture to scroll straight up, straight down, or to the left or right depending on which arrow key was pressed. How do I go about accomplishing this? Any help or guidance is appreciated. To finish up there are two points I'd like to clarify: [1] The reason I'm using linear wrapping on my starfield texture is that it gives a nice impression of an endless starfield. [2] Using a texture at least 1280 X 1280 in conjunction with a game window of 1024 X 768 means that at no point in it's rotation will the edges of the texture become visible. Thanks for reading..... Update # 1 - as requested by RCIX: The code below is what I was referring to earlier when I mentioned 'related coding experiments'. As you can see I am scrolling a linearly wrapped texture in the direction I've moved the mouse relative to the center of the screen. This works perfectly if I don't rotate the texture, but once I do rotate it the direction of the scrolling gets messed up for some reason. public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; int x; int y; float z = 250f; Texture2D Overlay; Texture2D RotatingBackground; Rectangle? sourceRectangle; Color color; float rotation; Vector2 ScreenCenter; Vector2 Origin; Vector2 scale; Vector2 Direction; SpriteEffects effects; float layerDepth; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void Initialize() { graphics.PreferredBackBufferWidth = 1024; graphics.PreferredBackBufferHeight = 768; graphics.ApplyChanges(); Direction = Vector2.Zero; IsMouseVisible = true; ScreenCenter = new Vector2(graphics.PreferredBackBufferWidth / 2, graphics.PreferredBackBufferHeight / 2); Mouse.SetPosition((int)graphics.PreferredBackBufferWidth / 2, (int)graphics.PreferredBackBufferHeight / 2); sourceRectangle = null; color = Color.White; rotation = 0.0f; scale = new Vector2(1.0f, 1.0f); effects = SpriteEffects.None; layerDepth = 1.0f; base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); Overlay = Content.Load<Texture2D>("Overlay"); RotatingBackground = Content.Load<Texture2D>("Background"); Origin = new Vector2((int)RotatingBackground.Width / 2, (int)RotatingBackground.Height / 2); } protected override void UnloadContent() { } protected override void Update(GameTime gameTime) { float timePassed = (float)gameTime.ElapsedGameTime.TotalSeconds; MouseState ms = Mouse.GetState(); Vector2 MousePosition = new Vector2(ms.X, ms.Y); Direction = ScreenCenter - MousePosition; if (Direction != Vector2.Zero) { Direction.Normalize(); } x += (int)(Direction.X * z * timePassed); y += (int)(Direction.Y * z * timePassed); //No rotation = texture scrolls as intended, With rotation = texture no longer scrolls in the direction of the mouse. My update method needs to somehow compensate for this. //rotation += 0.01f; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.LinearWrap, null, null); spriteBatch.Draw(RotatingBackground, ScreenCenter, new Rectangle(x, y, RotatingBackground.Width, RotatingBackground.Height), color, rotation, Origin, scale, effects, layerDepth); spriteBatch.Draw(Overlay, Vector2.Zero, Color.White); spriteBatch.End(); base.Draw(gameTime); } }

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  • fatal: git-http-push-failed (return code 22)

    - by Mariusz
    Hello, that's me again. After having problem with estabilishing connection to github.com now I have a problem with next step - pushing. I need to mention, that I am novice at GIT service, and this whole Distributed Subversion Checking Systems world.. I have done git init, then git add *.h and git add *.cpp, but currently git status does not print anything in "# On branch master" section? Previously It was correctly printing whole list of added files, now this list is gone. Nextly, I have executed: git remote add origin https://github.com/mgeeky/disasm.git and error has occured after: git push origin master Username: Password: error: Cannot access URL https://github.com/mgeeky/disasm.git/, return code 22 fatal: git-http-push failed What should I do now? I've tried: git push origin Username: Password: No refs in common and none specified; doing nothing. Perhaps you should specify a branch such as 'master'. Everything up-to-date But it seems to be okey.

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  • IIS7 response size thresholds

    - by DanielM
    I have a customer who is attempting video playback via HTTP progressive download of very large files ( 1 GB). There is no problem once a file is cached at the edge via my CDN, but hits to my origin (first hits prior to edge-cache population) experience stalling and loss of sync between audio and video about an hour and a half into playback. This occurs pretty reliably at that point, suggesting that some threshold somehwere is getting hit. Are there IIS configuration knobs governing HTTP Response size? Other data points: I am unable to replicate this problem. I am looking at client bandwidth and last mile issues. I am looking at possible encoding recipe dependencies. But this problem never came up when we were using a "push" cache configuration (CDN-hosted origin), so something funky serverside at my origin seems like a likely culprit. Thanks ...

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  • Serving Compressed Files Amazon vs Lightty

    - by tike
    We are currently using amazon CloudFront to serve css and according to Amazon itself, Amazon CloudFront can serve both compressed and uncompressed files from an origin server. But while i check compression it shows everything fine in origin server but it shows notcompressed checking in the link with cloudfront. e.g. http://www.port80software.com/tools/compresscheck.asp?url=http%3A%2F%2Fimgsrv.mydomain.com%2Fen-UK%2Fsomething.css it would result with Compression status: (gzip) while with cloudfront http://www.port80software.com/tools/compresscheck.asp?url=http%3A%2F%2hereisit.cloudfront.net%2F%2Fsomething.css Compression status: Uncompressed Origin server is running lighttpd with mod_deflate however, allowed config is: deflate.allowed_encodings = ("bzip2", "gzip", "deflate") [i would think, putting extra allowed encoding wont affect as such.] Here i am clueless, what is the real issue.

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  • How to specify an SSH key for Hudson with git plugin?

    - by jlpp
    I've got Hudson (continuous integration system) with the git plugin running on a Tomcat Windows Service. msysgit is installed and the msysgit bin dir is in the path. PuTTY/Pageant/plink are installed and msysgit is configured to use them. The trouble I'm running in to, I think, is that the user who owns the Tomcat/Hudson service (Local System) has no SSH key set up to be able to clone the git repository. When the git Hudson plugin tries to clone it gives the error: $ git clone -o origin git@hostname:project.git "e:\HUDSON_HOME\jobs\Project Trunk\workspace" ERROR: Error cloning remote repo 'origin' : Could not clone git@hostname:project.git ERROR: Cause: Error performing git clone -o origin git@hostname:project.git e:\HUDSON_HOME\jobs\Project Trunk\workspace Trying next repository ERROR: Could not clone from a repository FATAL: Could not clone hudson.plugins.git.GitException: Could not clone My question is, how can I set things up so that the git plugin/msysgit know to use a particular SSH private key when trying to clone? I don't think Pageant will work because the Tomcat service is running as the "Local System" user, but I may be wrong.

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  • git-receive-pack : command not found.

    - by Philippe Mongeau
    I made a git repo on a local machine with "git init --bare" and added it as the remote origin on the project on my main computer with ssh: git add remote origin [email protected]:repoName.git I was able to make a commit and push from my main computer to the other computer the day I created the repo, but today i tried and it didn't work. When I did "git push origin" it returned this error: bash: line 1: git-receive-pack: command not found fatal: The remote end hung up unexpectedly The two machines are mac the main one running Leopard and the server one running Tiger. I think it may be realted to the $PATH of git on the server but I'm not sure. i used theses instrution to create my git server: http://blog.commonthread.com/2008/4/14/setting-up-a-git-server

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  • Why i cannot get the frame of a UIView in order to move it? The view is defined.

    - by Jann
    I am creating a nav-based app with a view that floats at the bottom of the screen (Alpha .7 most of the time). I create it like this... // stuff to create the tabbar/nav bar. // THIS ALL WORKS... // then add it to subview. [window addSubview:tabBarController.view]; // need this last line to display the window (and tab bar controller) [window makeKeyAndVisible]; // Okay, here is the code i am using to create a grey-ish strip exactly `zlocationAccuracyHeight` pixels high at `zlocationAccuracyVerticalStartPoint` starting point vertically. CGRect locationManagerAccuracyUIViewFrame = CGRectMake(0,zlocationAccuracyVerticalStartPoint,[[UIScreen mainScreen] bounds].size.width,zlocationAccuracyHeight); self.locationManagerAccuracyUIView = [[UIView alloc] initWithFrame:locationManagerAccuracyUIViewFrame]; self.locationManagerAccuracyUIView.autoresizingMask = (UIViewAutoresizingFlexibleWidth); self.locationManagerAccuracyUIView.backgroundColor = [UIColor darkGrayColor]; [self.locationManagerAccuracyUIView setAlpha:0]; CGRect locationManagerAccuracyLabelFrame = CGRectMake(0, 0,[[UIScreen mainScreen] bounds].size.width,zlocationAccuracyHeight); locationManagerAccuracyLabel = [[UILabel alloc] initWithFrame:locationManagerAccuracyLabelFrame]; if ([myGizmoClass useLocationServices] == 0) { locationManagerAccuracyLabel.text = @"GPS Accuracy: Using Manual Location"; } else { locationManagerAccuracyLabel.text = @"GPS Accuracy: One Moment Please..."; } locationManagerAccuracyLabel.font = [UIFont boldSystemFontOfSize:12]; locationManagerAccuracyLabel.textAlignment = UITextAlignmentCenter; locationManagerAccuracyLabel.textColor = [UIColor whiteColor]; locationManagerAccuracyLabel.backgroundColor = [UIColor clearColor]; [locationManagerAccuracyLabel setAlpha:0]; [self.locationManagerAccuracyUIView addSubview: locationManagerAccuracyLabel]; [window addSubview: self.locationManagerAccuracyUIView]; this all works (i am not sure about the order i create the uiview in ... meaning i am creating the frame, the view, creating the "accuracy text" and adding that to the view, then adding the uiview as a subview of the window . It works and seems correct in my logic. So, here is the tough part. I have a timer that i am testing with. I am trying to float the uiview up by 30 pix. here is that code: [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:0.3]; CGRect rect = [ self.locationManagerAccuracyUIView frame]; NSLog(@"ORIGIN: %d x %d (%@)\n",rect.origin.x,rect.origin.y,rect); rect.origin.y -= 30; [UIView commitAnimations]; The problem? rect is nill, rect.origin.x and rect.origin.y are both zero. Can anyone tell me why? Here is how i set up self.locationManagerAccuracyUIView in my files: Delegate.h UIView *locationManagerAccuracyUIView; UILabel *locationManagerAccuracyLabel; ... @property (nonatomic, retain) IBOutlet UIView *locationManagerAccuracyUIView; @property (nonatomic, retain) IBOutlet UILabel *locationManagerAccuracyLabel; Delegate.m ... @synthesize locationManagerAccuracyUIView; @synthesize locationManagerAccuracyLabel; ... BTW: Other places in another timer i DO set the alpha to fade in and out and THAT works! So locationManagerAccuracyUIView is valid and defined as a view... For instance: [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:0.5]; [locationManagerAccuracyLabel setAlpha:1]; [UIView commitAnimations]; [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:0.5]; [self.locationManagerAccuracyUIView setAlpha:.7]; [UIView commitAnimations]; ...and it DOES work. Can anyone help me? As an aside: I know, when typing this I used self.locationManagerAccuracyUIView and locationManagerAccuracyUIView interchangeably to see if for some reason that was the issue. It is not. :) Thx

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  • IPhone sdk stop the accelerometer from working when something happens.

    - by Harry
    Hi, I am using the accelerometer to move a few UIImageViews around the screen, at the moment the accelerometer only works when a NSTimer is at 0, this is fine. I would also like to make the accelerometer stop again when a different function happens. here is my code at the moment: -(BOOL) accelerometerWorks { return time == 0; } -(void) accelerometer:(UIAccelerometer *)accelerometer didAccelerate:(UIAcceleration *)acceleration{ if(![self accelerometerWorks]) return; valueX = acceleration.x*25.5; int newX = (int)(ball.center.x +valueX); if (newX 320-BALL_RADIUS) newX = 320-BALL_RADIUS; if (newX < 0+BALL_RADIUS) newX = 0+BALL_RADIUS; int XA = (int)(balloonbit1.center.x +valueX); if (XA 320-BALL_RADIUS) XA = 320-BALL_RADIUS; if (XA < 0+BALL_RADIUS) XA = 0+BALL_RADIUS; int XB = (int)(balloonbit2.center.x +valueX); if (XB 320-BALL_RADIUS) XB = 320-BALL_RADIUS; if (XB < 0+BALL_RADIUS) XB = 0+BALL_RADIUS; int XI = (int)(balloonbit3.center.x +valueX); if (XI 320-BALL_RADIUS) XI = 320-BALL_RADIUS; if (XI < 0+BALL_RADIUS) XI = 0+BALL_RADIUS; int XJ = (int)(balloonbit4.center.x +valueX); if (XJ 320-BALL_RADIUS) XJ = 320-BALL_RADIUS; if (XJ < 0+BALL_RADIUS) XJ = 0+BALL_RADIUS; int XE = (int)(balloonbit5.center.x +valueX); if (XE 320-BALL_RADIUS) XE = 320-BALL_RADIUS; if (XE < 0+BALL_RADIUS) XE = 0+BALL_RADIUS; int XF = (int)(balloonbit6.center.x +valueX); if (XF 320-BALL_RADIUS) XF = 320-BALL_RADIUS; if (XF < 0+BALL_RADIUS) XF = 0+BALL_RADIUS; int XH = (int)(balloonbit8.center.x +valueX); if (XH 320-BALL_RADIUS) XH = 320-BALL_RADIUS; if (XH < 0+BALL_RADIUS) XH = 0+BALL_RADIUS; ball.center = CGPointMake (newX, 429); balloonbit1.center = CGPointMake (XA, 429); balloonbit2.center = CGPointMake (XB, 426); balloonbit3.center = CGPointMake (XI, 410); balloonbit4.center = CGPointMake (XJ, 415); balloonbit5.center = CGPointMake (XE, 409); balloonbit6.center = CGPointMake (XF, 427); balloonbit8.center = CGPointMake (XH, 417); } This all works fine, i would now like to stop the accelerometer from working, using the same accelerometerWorks method or a new method, accelerometerWontWork. This is the code that when it is called i would like the accelerometer to stop. (it is very long so i wont put all of it there, but its all the same throughout): -(void) checkCollision{ if (CGRectIntersectsRect(pinend.frame, balloonbit1.frame)){ if (balloonbit1.frame.origin.y pinend.frame.origin.y){ [maintimer invalidate]; levelfailed.center = CGPointMake (160, 235); } } if (CGRectIntersectsRect(pinend.frame, balloonbit2.frame)){ if (balloonbit2.frame.origin.y pinend.frame.origin.y){ [maintimer invalidate]; levelfailed.center = CGPointMake (160, 235); } } if (CGRectIntersectsRect(pinend.frame, balloonbit3.frame)){ if (balloonbit3.frame.origin.y pinend.frame.origin.y){ [maintimer invalidate]; levelfailed.center = CGPointMake (160, 235); } } } I understand that i may have to turn this into a BOOL. Thats fine. If i haven't explained it well please say and i will re write it. Thanks! Harry.

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  • Inverted textures

    - by brainydexter
    I'm trying to draw textures aligned with this physics body whose coordinate system's origin is at the center of the screen. (XNA)Spritebatch has its default origin set to top-left corner. I got the textures to be positioned correctly, but I noticed my textures are vertically inverted. That is, an arrow texture pointing Up , when rendered points down. I'm not sure where I am going wrong with the math. My approach is to convert everything in physic's meter units and draw accordingly. Matrix proj = Matrix.CreateOrthographic(scale * graphics.GraphicsDevice.Viewport.AspectRatio, scale, 0, 1); Matrix view = Matrix.Identity; effect.World = Matrix.Identity; effect.View = view; effect.Projection = proj; effect.TextureEnabled = true; effect.VertexColorEnabled = true; effect.Techniques[0].Passes[0].Apply(); SpriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, DepthStencilState.Default, RasterizerState.CullNone, effect); m_Paddles[1].Draw(gameTime); SpriteBatch.End(); where Paddle::Draw looks like: SpriteBatch.Draw(paddleTexture, mBody.Position, null, Color.White, 0f, new Vector2(16f, 16f), // origin of the texture 0.1875f, SpriteEffects.None, // width of box is 3*2 = 6 meters. texture is 32 pixels wide. to make it 6 meters wide in world space: 6/32 = 0.1875f 0); The orthographic projection matrix seem fine to me, but I am obviously doing something wrong somewhere! Can someone please help me figure out what am i doing wrong here ? Thanks

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  • LWJGL texture bleeding fix won't work

    - by user1990950
    I tried a lot of things to fix texture bleeding, but nothing works. I don't want to add a transparent border around my textures, because I already got too many and it would take too much time and I can't do it with code because I'm loading textures with slick. My textures are seperate textures and they seem to wrap on the other side (texture bleeding). Here are the textures that are "bleeding": The head, body, arm and leg are seperate textures. Here's the code I'm using to draw a texture: public static void drawTextureN(Texture texture, Vector2f position, Vector2f translation, Vector2f origin,Vector2f scale,float rotation, Color color, FlipState flipState) { texture.setTextureFilter(GL11.GL_NEAREST); color.bind(); texture.bind(); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL12.GL_CLAMP_TO_EDGE); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST); GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST); GL11.glTranslatef((int)position.x, (int)position.y, 0); GL11.glTranslatef(-(int)translation.x, -(int)translation.y, 0); GL11.glRotated(rotation, 0f, 0f, 1f); GL11.glScalef(scale.x, scale.y, 1); GL11.glTranslatef(-(int)origin.x, -(int)origin.y, 0); float pixelCorrection = 0f; GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0,0); GL11.glVertex2f(0,0); GL11.glTexCoord2f(1,0); GL11.glVertex2f(texture.getTextureWidth(),0); GL11.glTexCoord2f(1,1); GL11.glVertex2f(texture.getTextureWidth(),texture.getTextureHeight()); GL11.glTexCoord2f(0,1); GL11.glVertex2f(0,texture.getTextureHeight()); GL11.glEnd(); GL11.glLoadIdentity(); } I tried a half pixel correction but it didn't make any sense because GL12.GL_CLAMP_TO_EDGE. I set pixelCorrection to 0, but it still wont work.

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  • Coordinate spaces and transformation matrices

    - by Belgin
    I'm trying to get an object from object space, into projected space using these intermediate matrices: The first matrix (I) is the one that transforms from object space into inertial space, but since my object is not rotated or translated in any way inside the object space, this matrix is the 4x4 identity matrix. The second matrix (W) is the one that transforms from inertial space into world space, which is just a scale transform matrix of factor a = 14.1 on all coordinates, since the inertial space origin coincides with the world space origin. /a 0 0 0\ W = |0 a 0 0| |0 0 a 0| \0 0 0 1/ The third matrix (C) is the one that transforms from world space, into camera space. This matrix is a translation matrix with a translation of (0, 0, 10), because I want the camera to be located behind the object, so the object must be positioned 10 units into the z axis. /1 0 0 0\ C = |0 1 0 0| |0 0 1 10| \0 0 0 1/ And finally, the fourth matrix is the projection matrix (P). Bearing in mind that the eye is at the origin of the world space and the projection plane is defined by z = 1, the projection matrix is: /1 0 0 0\ P = |0 1 0 0| |0 0 1 0| \0 0 1/d 0/ where d is the distance from the eye to the projection plane, so d = 1. I'm multiplying them like this: (((P x C) x W) x I) x V, where V is the vertex' coordinates in column vector form: /x\ V = |y| |z| \1/ After I get the result, I divide x and y coordinates by w to get the actual screen coordinates. Apparenly, I'm doing something wrong or missing something completely here, because it's not rendering properly. Here's a picture of what is supposed to be the bottom side of the Stanford Dragon: Also, I should add that this is a software renderer so no DirectX or OpenGL stuff here.

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  • Rotating object around moving object/player in 2D

    - by Boston
    I am trying to implement a camera which rotates around the world around the player. I have found many solutions online to the task of rotating an object about the origin, or about an arbitrary point. The procedure seems to be to translate the point to be rotated about to the origin, perform the rotation, translate back, then draw. I have gotten this working for rotation around the origin as well as for a fixed point. Rotation of objects around the player works as well, provided the player does not move. However, if the objects are rotated around the player by some non-zero degree, if the player moves after the rotation it causes the rotated objects to move as well. I probably have done a poor job explaining this so here's an image: http://i.imgur.com/1n63iWR.gif And here's the code for the behavior: renderx = (Ox - Px)*cos(camAngle) - (Oy - Py)*sin(camAngle) + Px; rendery = (Ox - Px)*sin(camAngle) + (Oy - Py)*cos(camAngle) + Py; Where (Ox,Oy) is the actual position of the object to be rotated and (Px,Py) is the actual position of the player. Any ideas? I am using C++ with SDL2.0.

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  • Tracking upstream svn changes with git-svn and github?

    - by Joseph Turian
    How do I track upstream SVN changes using git-svn and github? I used git-svn to convert an SVN repo to git on github: $ git svn clone -s http://svn.osqa.net/svnroot/osqa/ osqa $ cd osqa $ git remote add origin [email protected]:turian/osqa.git $ git push origin master I then made a few changes in my git repo, committed, and pushed to github. Now, I am on a new machine. I want to take upstream SVN changes, merge them with my github repo, and push them to my github repo. This documentation says: "If you ever lose your local copy, just run the import again with the same settings, and you’ll get another working directory with all the necessary SVN metainfo." So I did the following. But none of the commands work as desired. How do I track upstream SVN changes using git-svn and github? What am I doing wrong? $ git svn clone -s http://svn.osqa.net/svnroot/osqa/ osqa $ cd osqa $ git remote add origin [email protected]:turian/osqa.git $ git push origin master To [email protected]:turian/osqa.git ! [rejected] master -> master (non-fast forward) error: failed to push some refs to '[email protected]:turian/osqa.git' $ git pull remote: Counting objects: 21, done. remote: Compressing objects: 100% (17/17), done. remote: Total 17 (delta 7), reused 9 (delta 0) Unpacking objects: 100% (17/17), done. From [email protected]:turian/osqa * [new branch] master -> origin/master From [email protected]:turian/osqa * [new tag] master -> master You asked me to pull without telling me which branch you want to merge with, and 'branch.master.merge' in your configuration file does not tell me either. Please name which branch you want to merge on the command line and try again (e.g. 'git pull <repository> <refspec>'). See git-pull(1) for details on the refspec. ... $ /usr//lib/git-core/git-svn rebase warning: refname 'master' is ambiguous. First, rewinding head to replay your work on top of it... Applying: Added forum/management/commands/dumpsettings.py error: Ref refs/heads/master is at 6acd747f95aef6d9bce37f86798a32c14e04b82e but expected a7109d94d813b20c230a029ecd67801e6067a452 fatal: Cannot lock the ref 'refs/heads/master'. Could not move back to refs/heads/master rebase refs/remotes/trunk: command returned error: 1

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  • Skewed: a rotating camera in a simple CPU-based voxel raycaster/raytracer

    - by voxelizr
    TL;DR -- in my first simple software voxel raycaster, I cannot get camera rotations to work, seemingly correct matrices notwithstanding. The result is skewed: like a flat rendering, correctly rotated, however distorted and without depth. (While axis-aligned ie. unrotated, depth and parallax are as expected.) I'm trying to write a simple voxel raycaster as a learning exercise. This is purely CPU based for now until I figure out how things work exactly -- fow now, OpenGL is just (ab)used to blit the generated bitmap to the screen as often as possible. Now I have gotten to the point where a perspective-projection camera can move through the world and I can render (mostly, minus some artifacts that need investigation) perspective-correct 3-dimensional views of the "world", which is basically empty but contains a voxel cube of the Stanford Bunny. So I have a camera that I can move up and down, strafe left and right and "walk forward/backward" -- all axis-aligned so far, no camera rotations. Herein lies my problem. Screenshot #1: correct depth when the camera is still strictly axis-aligned, ie. un-rotated. Now I have for a few days been trying to get rotation to work. The basic logic and theory behind matrices and 3D rotations, in theory, is very clear to me. Yet I have only ever achieved a "2.5 rendering" when the camera rotates... fish-eyey, bit like in Google Streetview: even though I have a volumetric world representation, it seems --no matter what I try-- like I would first create a rendering from the "front view", then rotate that flat rendering according to camera rotation. Needless to say, I'm by now aware that rotating rays is not particularly necessary and error-prone. Still, in my most recent setup, with the most simplified raycast ray-position-and-direction algorithm possible, my rotation still produces the same fish-eyey flat-render-rotated style looks: Screenshot #2: camera "rotated to the right by 39 degrees" -- note how the blue-shaded left-hand side of the cube from screen #2 is not visible in this rotation, yet by now "it really should"! Now of course I'm aware of this: in a simple axis-aligned-no-rotation-setup like I had in the beginning, the ray simply traverses in small steps the positive z-direction, diverging to the left or right and top or bottom only depending on pixel position and projection matrix. As I "rotate the camera to the right or left" -- ie I rotate it around the Y-axis -- those very steps should be simply transformed by the proper rotation matrix, right? So for forward-traversal the Z-step gets a bit smaller the more the cam rotates, offset by an "increase" in the X-step. Yet for the pixel-position-based horizontal+vertical-divergence, increasing fractions of the x-step need to be "added" to the z-step. Somehow, none of my many matrices that I experimented with, nor my experiments with matrix-less hardcoded verbose sin/cos calculations really get this part right. Here's my basic per-ray pre-traversal algorithm -- syntax in Go, but take it as pseudocode: fx and fy: pixel positions x and y rayPos: vec3 for the ray starting position in world-space (calculated as below) rayDir: vec3 for the xyz-steps to be added to rayPos in each step during ray traversal rayStep: a temporary vec3 camPos: vec3 for the camera position in world space camRad: vec3 for camera rotation in radians pmat: typical perspective projection matrix The algorithm / pseudocode: // 1: rayPos is for now "this pixel, as a vector on the view plane in 3d, at The Origin" rayPos.X, rayPos.Y, rayPos.Z = ((fx / width) - 0.5), ((fy / height) - 0.5), 0 // 2: rotate around Y axis depending on cam rotation. No prob since view plane still at Origin 0,0,0 rayPos.MultMat(num.NewDmat4RotationY(camRad.Y)) // 3: a temp vec3. planeDist is -0.15 or some such -- fov-based dist of view plane from eye and also the non-normalized, "in axis-aligned world" traversal step size "forward into the screen" rayStep.X, rayStep.Y, rayStep.Z = 0, 0, planeDist // 4: rotate this too -- 0,zstep should become some meaningful xzstep,xzstep rayStep.MultMat(num.NewDmat4RotationY(CamRad.Y)) // set up direction vector from still-origin-based-ray-position-off-rotated-view-plane plus rotated-zstep-vector rayDir.X, rayDir.Y, rayDir.Z = -rayPos.X - me.rayStep.X, -rayPos.Y, rayPos.Z + rayStep.Z // perspective projection rayDir.Normalize() rayDir.MultMat(pmat) // before traversal, the ray starting position has to be transformed from origin-relative to campos-relative rayPos.Add(camPos) I'm skipping the traversal and sampling parts -- as per screens #1 through #3, those are "basically mostly correct" (though not pretty) -- when axis-aligned / unrotated.

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  • Direct3D - Zooming into Mouse Position

    - by roohan
    I'm trying to implement my camera class for a simulation. But I cant figure out how to zoom into my world based on the mouse position. I mean the object under the mouse cursor should remain at the same screen position. My zooming looks like this: VOID ZoomIn(D3DXMATRIX& WorldMatrix, FLOAT const& MouseX, FLOAT const& MouseY) { this->Position.z = this->Position.z * 0.9f; D3DXMatrixLookAtLH(&this->ViewMatrix, &this->Position, &this->Target, &this->UpDirection); } I passed the world matrix to the function because I had the idea to move my drawing origin according to the mouse position. But I cant find out how to calculate the offset in to move my drawing origin. Anyone got an idea how to calculate this? Thanks in advance. SOLVED Ok I solved my problem. Here is the code if anyone is interested: VOID CAMERA2D::ZoomIn(FLOAT const& MouseX, FLOAT const& MouseY) { // Get the setting of the current view port. D3DVIEWPORT9 ViewPort; this->Direct3DDevice->GetViewport(&ViewPort); // Convert the screen coordinates of the mouse to world space coordinates. D3DXVECTOR3 VectorOne; D3DXVECTOR3 VectorTwo; D3DXVec3Unproject(&VectorOne, &D3DXVECTOR3(MouseX, MouseY, 0.0f), &ViewPort, &this->ProjectionMatrix, &this->ViewMatrix, &WorldMatrix); D3DXVec3Unproject(&VectorTwo, &D3DXVECTOR3(MouseX, MouseY, 1.0f), &ViewPort, &this->ProjectionMatrix, &this->ViewMatrix, &WorldMatrix); // Calculate the resulting vector components. float WorldZ = 0.0f; float WorldX = ((WorldZ - VectorOne.z) * (VectorTwo.x - VectorOne.x)) / (VectorTwo.z - VectorOne.z) + VectorOne.x; float WorldY = ((WorldZ - VectorOne.z) * (VectorTwo.y - VectorOne.y)) / (VectorTwo.z - VectorOne.z) + VectorOne.y; // Move the camera into the screen. this->Position.z = this->Position.z * 0.9f; D3DXMatrixLookAtLH(&this->ViewMatrix, &this->Position, &this->Target, &this->UpDirection); // Calculate the world space vector again based on the new view matrix, D3DXVec3Unproject(&VectorOne, &D3DXVECTOR3(MouseX, MouseY, 0.0f), &ViewPort, &this->ProjectionMatrix, &this->ViewMatrix, &WorldMatrix); D3DXVec3Unproject(&VectorTwo, &D3DXVECTOR3(MouseX, MouseY, 1.0f), &ViewPort, &this->ProjectionMatrix, &this->ViewMatrix, &WorldMatrix); // Calculate the resulting vector components. float WorldZ2 = 0.0f; float WorldX2 = ((WorldZ2 - VectorOne.z) * (VectorTwo.x - VectorOne.x)) / (VectorTwo.z - VectorOne.z) + VectorOne.x; float WorldY2 = ((WorldZ2 - VectorOne.z) * (VectorTwo.y - VectorOne.y)) / (VectorTwo.z - VectorOne.z) + VectorOne.y; // Create a temporary translation matrix for calculating the origin offset. D3DXMATRIX TranslationMatrix; D3DXMatrixIdentity(&TranslationMatrix); // Calculate the origin offset. D3DXMatrixTranslation(&TranslationMatrix, WorldX2 - WorldX, WorldY2 - WorldY, 0.0f); // At the offset to the cameras world matrix. this->WorldMatrix = this->WorldMatrix * TranslationMatrix; } Maybe someone has even a better solution than mine.

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  • git pull gives error: 401 Authorization Required while accessing https://git.foo.com/bar.git

    - by spuder
    My macbook pro is able to clone/push/pull from the company git server. My cent 6.3 vm gets a 401 error git clone https://git.acme.com/git/torque-setup "error: The requested URL returned error: 401 Authorization Required while accessing https://git.acme.com/git/torque-setup/info/refs As a work around, I've tried creating a folder, with an empty repository, then setting the remote to the company server. I get the same error when trying a git pull The remotes are identical between the machines MacBook Pro (working) git --version git version 1.7.10.2 (Apple Git-33) git remote -v origin https://git.acme.com/git/torque-setup (fetch) origin https://git.acme.com/git/torque-setup (push) Cent 6.3 (not working) yum install -y git git --version git version 1.7.1 git remote -v origin https://git.acme.com/git/torque-setup (fetch) origin https://git.acme.com/git/torque-setup (push) The git server only allows https. Not git or ssh connections. Why is the macbook pro able to do a git pull, while the cent os machine can't? Solution Update 2013-5-15 As jku mentioned, the culprit is the old version of git installed on the cent box. Unfortunately, 1.7.1 is what you get when you run yum install git The work around is to manually install a newer version of git, or simply add the username to the repo git clone https://[email protected]/git/torque-setup

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  • How to make a UITextField move up when keyboard is present

    - by philfreo
    EDIT: Over 1k views with 3 upvotes? If this question is helpful, vote it up :) With the iPhone SDK: I have a UIView with UITextFields that brings up a keyboard. I need it to be able to: Allow scrolling of the contents of the UIScrollView to see the other text fields once the keyboard is brought up Automatically "jump" (by scrolling up) or shortening I know that I need a UIScrollView. I've tried changing the class of my UIView to a UIScrollView but I'm still unable to scroll the textboxes up or down. Do I need both a UIView and a UIScrollView? Does one go inside the other? [EDIT: I now know that you want a UIView inside of a UIScrollView, and the trick is to programatically set the content size of the UIScrollView to the frame size of the UIView.] Then what needs to be implemented in order to automatically scroll to the active text field? Ideally as much of the setup of the components as possible will be done in Interface Builder. I'd like to only write code for what needs it. Note: the UIView (or UIScrollView) that I'm working with is brought up by a tabbar (UITabBar), which needs to function as normal. Edit: I am adding the scroll bar just for when the keyboard comes up. Even though it's not needed, I feel like it provides a better interface because then the user can scroll and change textboxes, for example. I've got it working where I change the frame size of the UIScrollView when the keyboard goes up and down. I'm simply using: -(void)textFieldDidBeginEditing:(UITextField *)textField { //Keyboard becomes visible scrollView.frame = CGRectMake(scrollView.frame.origin.x, scrollView.frame.origin.y, scrollView.frame.size.width, scrollView.frame.size.height - 215 + 50); //resize } -(void)textFieldDidEndEditing:(UITextField *)textField { //keyboard will hide scrollView.frame = CGRectMake(scrollView.frame.origin.x, scrollView.frame.origin.y, scrollView.frame.size.width, scrollView.frame.size.height + 215 - 50); //resize } However this doesn't automatically "move up" or center the lower text fields in the visible area, which is what I would really like.

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  • basic javascript question on geolocation and googlemaps

    - by ade
    hello all, Im hoping that somebody can help me out on what i feel is an easy answer but I just cant get it to work out. Im trying to trap the geolocation lat and long and place it into the google maps api so far i have var myOptions = { zoom:7, trips:1, mapTypeId: google.maps.MapTypeId.ROADMAP } var map = new google.maps.Map(document.getElementById("map"), myOptions); directionsDisplay.setMap(map); var request = { origin: 'newyork' destination: 'deleware', travelMode: google.maps.DirectionsTravelMode.DRIVING }; this works fine for what i want. how ever I want to be able to change Origin to the users lat long using the following script from google.maps.api. their code is: if(navigator.geolocation) { navigator.geolocation.getCurrentPosition(function(position) { initialLocation = new google.maps.LatLng(position.coords.latitude,position.coords.longitude); var placeMarker = new google.maps.Marker({ position: initialLocation, map: map, }); map.setCenter(initialLocation); }, function() { handleNoGeolocation(browserSupportFlag); }); } else { // Browser doesn't support Geolocation handleNoGeolocation(); } function handleNoGeolocation() { initialLocation = newyork; map.setCenter(initialLocation); } I want to pull out the navigator.geolocation.getCurrentPosition(function(position) { initialLocation = new google.maps.LatLng(position.coords.latitude,position.coords.longitude); and allocate it two 2 varibles, myLat and myLong. I then want to be able to change my orignal script from var request = { origin: 'newyork' destination: 'deleware', travelMode: google.maps.DirectionsTravelMode.DRIVING }; to var request = { origin: myLat,myLong destination: 'deleware', travelMode: google.maps.DirectionsTravelMode.DRIVING }; Does this make sense..? Im currently having a pig with it and as im not a JS developer its what i think should be a simple bit of coding that im losing the battle with.. any thoughts..?

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  • How to sort linq result by most similarity/equality

    - by aNui
    I want to do a search for Music instruments which has its informations Name, Category and Origin as I asked in my post. But now I want to sort/group the result by similarity/equality to the keyword such as. If I have the list { Drum, Grand Piano, Guitar, Guitarrón, Harp, Piano} << sorted by name and if I queried "p" the result should be { Piano, Grand Piano, Harp } but it shows Harp first because of the source list's sequence and if I add {Grand Piano} to the list and query "piano" the result shoud be like { Piano, Grand Piano } or query "guitar" it should be { Guitar, Guitarrón } here's my code static IEnumerable<MInstrument> InstrumentsSearch(IEnumerable<MInstrument> InstrumentsList, string query, MInstrument.Category[] SelectedCategories, MInstrument.Origin[] SelectedOrigins) { var result = InstrumentsList .Where(item => SelectedCategories.Contains(item.category)) .Where(item => SelectedOrigins.Contains(item.origin)) .Where(item => { if ( (" " + item.Name.ToLower()).Contains(" " + query.ToLower()) || item.Name.IndexOf(query) != -1 ) { return true; } return false; } ) .Take(30); return result.ToList<MInstrument>(); } Or the result may be like my old self-invented algorithm that I called "by order of occurence", that is just OK to me. And the further things to do is I need to search the Name, Category or Origin such as. If i type "Italy" it should found Piano or something from Italy. Or if I type "string" it should found Guitar. Is there any way to do those things, please tell me. Thanks in advance.

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  • git pull not working

    - by dorelal
    I am not using github. We have git setup on our machine. I created a branch from master called experiment. However when I am trying to do git pull I am getting following message. > git pull You asked me to pull without telling me which branch you want to merge with, and 'branch.experiment.merge' in your configuration file does not tell me either. Please specify which branch you want to merge on the command line and try again (e.g. 'git pull <repository> <refspec>'). See git-pull(1) for details. Here is result of git remote show origin > git remote show origin * remote origin Fetch URL: ssh://git.domain.com/var/git/app.git Push URL: ssh://git.domain.com/var/git/app.git HEAD branch: master Remote branches: experiment tracked master tracked Local branches configured for 'git pull': master merges with remote master Local refs configured for 'git push': experiment pushes to experiment (local out of date) master pushes to master (up to date) As I read the message above experiment is mapped to origin/experiment. And my local repository knows that it is out of date. Then why I am not able to do git pull?

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  • UIView coordinate transforms on rotation during keyboard appearance

    - by SG
    iPad app; I'm trying to resize my view when the keyboard appears. It amounts to calling this code at appropriate times: CGRect adjustedFrame = self.frame; adjustedFrame.size.height -= keyboardFrame.size.height; [self setFrame:adjustedFrame]; Using this technique for a view contained in a uisplitview-based app works in all 4 orientations, but I've since discovered that a vanilla uiview-based app does not work. What happens is that apparently the uisplitview is smart enough to convert the coordinates of its subviews (their frame) such that the origin is in the "viewer's top left" regardless of the orientation. However, a uiview is not able to correctly report these coordinates. Though the origin is reported as (0,0) in all orientations, the view's effective origin is always as if the ipad were upright. What is weird about this is that the view correctly rotates and draws, but it always originates in the literal device top left. How can I get the view to correctly make its origin the "top left" to the viewer, not the device's fixed top left? What am I missing? Please, for something so trivial I've spent about 6 hours on this already with every brute force technique and research angle I could think of. This is the original source which doesn't work in this case: http://stackoverflow.com/questions/1951826/move-up-uitoolbar

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  • Pushing to bare Git repository (remote) causes it to stop being bare

    - by NSD
    I have a local repository called TestRepo. I clone it with the --bare option, zip this clone up, and throw it on my server. Unzip it, and it's still bare. I then clone the bare remote repository locally over ssh with something like git clone ssh://[email protected]/~/TestRepo.git TestRepoCloned The local TestRepoCloned is not bare and has a remote called "origin." It appears to be tracking correctly from the looks of its config file [core] repositoryformatversion = 0 filemode = true bare = false logallrefupdates = true ignorecase = true [remote "origin"] fetch = +refs/heads/*:refs/remotes/origin/* url = ssh://[email protected]/~/TestRepo.git [branch "master"] remote = origin merge = refs/heads/master I edit an existing file. I commit the change to the current branch (master) via git commit -a -m "Edited a file." The commit succeeds and all is well. I decide to push this change to the remote repository via SSH with a git push The remote repository is now no longer bare, but has a complete working directory, and I get continuous error messages on all further attempts to push to it. Everything I've read seems to suggest that what I'm doing is correct, but it simply is not working. How am I supposed to push changes to a bare remote repo and actually keep it bare?

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